Why is it so hard to understand that how the NPC reacts is completely immaterial? Any conversation in which the listener perfectly interprets the speaker's intent is unrealistic, and IMO quite frankly boring.
There is no other main focus to go on. The NPC's reaction is the main focus of what you have to understand the silent character's intent. If the protagonist speaks for themselves then you don't have to worry about this.
I prefer the silent one. It's my character, it's me. Not some Hawke, okay? It sounds cool in ME, but ME was ALWAYS a game with voiced main hero. DA:O wasn't
IMO that was a mistake from the start. Should of ALWAYS been voiced for DA as well.
The absence of voice is neutral, it does not carry within it a number of factors that actively restrict role play, (a particular style, personality, etc), the voice is not, and enforces a number of characteristics into the character that may not be those the player desires, and cause it to be far less fun to the unfortunate player that so dislikes the provided voices, (and at worse may even make the game unplayable).
I wouldn't say it's neutral by no stretch. I don't PREFER silent characters, period. I can put up with them if I must, and I will still enjoy myself with the game if it's story is good and the action is fun, etc., as it was for KOTOR and DAO for example. But I will always have just a little more connection and fun with a fully voiced character.
I do not enjoy voiced protagonists. It is an opinion, people either want a more cinematic storyline, or one that allows you to feel more in the place of the character
I just can't agree that it's one or the other as you suggest. I feel MORE connected to a voiced character than I do a silent one. Granted that ME did it a little better than DA2 though. Hopefully DA3 will remedy some of the things that people didn't like about the dialog wheel in DA2.
Modifié par LordKinoda, 26 septembre 2011 - 04:25 .





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